|
|
|
|
|
November 21st, 2008, 12:14 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: Better Independents v2.1
I ran into the same Problem Jim did in the past using this mod. When units are modded to being resource heavy, the AI still tries to make them.
This creates a situation where when the AI builds a new fortress, he fills it up with units he will never be able to create. In the end, he can only build units from his capital.
Overtime I found the AI easier to play against using the different variations of this mod because the AI force was so limited. True it fields national troops, but not a lot of them and exclusively from the capital once it fills up satelite fortresses with independents it cannot produce.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
November 24th, 2008, 11:14 PM
|
Corporal
|
|
Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Better Independents v2.1
Quote:
Originally Posted by Foodstamp
I ran into the same Problem Jim did in the past using this mod. When units are modded to being resource heavy, the AI still tries to make them.
This creates a situation where when the AI builds a new fortress, he fills it up with units he will never be able to create. In the end, he can only build units from his capital.
Overtime I found the AI easier to play against using the different variations of this mod because the AI force was so limited. True it fields national troops, but not a lot of them and exclusively from the capital once it fills up satelite fortresses with independents it cannot produce.
|
Would this be corrected by using only the increased gold version of this mod?
|
November 25th, 2008, 08:59 AM
|
|
Sergeant
|
|
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
|
|
Re: Better Independents v2.1
Yes, the Gold-only version of the mod would fix that problem. However, the Gold-only version can lead to the earlier problem, in which using Charm (or whatever) to steal units can cripple you with upkeep.
Honestly, I have not seen any problems with the Resource-only version of Better Independents. I wonder what the difference between my games and these other games could be?
|
December 1st, 2008, 03:46 PM
|
Corporal
|
|
Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Better Independents v2.1
Well darn it seems that the gold version bankrupts the AI and the resource version clogs up the AI build que with units it cannot produce. Im assuming the combined version does both? Hmmm this sounds like this mod hinders the AI more than it helps!
I wonder if there is a way to fix any of this?
|
December 1st, 2008, 06:46 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Better Independents v2.1
I have never experienced either problem with the current version of the mod. Usually I have a devil of a time repelling the hordes of quality troops the AI throws at me.
I am also finding it curious that the AI gets bankrupted by the gold troops unless we're talking about heavy astral nations using enslave mind, or R'lyeh in the EA.
I've never seen the problem behavior, but if the people who have can think of a workaround, I'd be interested in hearing it.
|
December 2nd, 2008, 07:03 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Better Independents v2.1
The one that's behind the download link on my home pages, 2.1
|
December 2nd, 2008, 10:38 PM
|
Corporal
|
|
Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Better Independents v2.1
Quote:
Originally Posted by Edi
The one that's behind the download link on my home pages, 2.1
|
Oh sorry I meant resource, gold, or both?
|
December 3rd, 2008, 07:20 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Better Independents v2.1
I've used both of them, no problems, as well as the combo one.
|
July 18th, 2009, 02:37 AM
|
Corporal
|
|
Join Date: Jun 2007
Location: Atlanta
Posts: 155
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Better Independents v2.1
So having become weary of the AI recruiting hordes of ridiculous independents, I added this mod. But it doesn't seem to work right for me. No matter which of the three mods I use, none of the independents in the territory are available at all, either at the amped up gold and resource costs or otherwise. The recruiting page is just empty of options in all non-castle territories. What gives? I'm using version 3.23b of the game (which is the latest patch) and 2.1 of the three mods (gold/resources/both). Kinda stumped!
|
July 18th, 2009, 02:40 AM
|
Corporal
|
|
Join Date: Jun 2007
Location: Atlanta
Posts: 155
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Better Independents v2.1
Also I have no other mods so that's not it.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|